Warrior ‘Do’s’ and ‘Don’t’s’
Being a warrior in the Realm of Magic involves more than just ‘hack and slash’. Although that is what the warriors of the Realm do best, there is more to it than that. If you go into the Realm with this philosophy, then you probably aren’t going to live very long. Hopefully this short guide will help you become a powerful warrior in the Realm.
Terms:
AC: Armor Class – the level of protective equipment you are wearing. The more protection you have, the less damage you take from being hit in combat. Note that AC will not protect you from spells. Aggressive or Aggro: A creature that attacks anyone in the same room as it is. Some of these creatures move, some are stationary.Group: A party of characters that move and act as a unit. Experience gained by the group will be divided evenly among the members, so long as they are all in the same room at the time the creature they are fighting dies.
DT’s: Death Traps – These are rooms in the realm that will kill your character instantly, without escape in most instances. You will lose all of the items and equipment that you are carrying, but unlike dying in battle, you will lose no experience. These rooms aren’t all that common, but be careful where you go, and read room descriptions carefully, they will usually let you know when a DT is near. HP’s: Hit Points – the amount of damage that a character can take before they fall unconscious or dies. These are very important, so pay close attention to them. Mobile or Mob: Creatures of the realms. Some are friendly, some will attack you on sight. MA: Mortal Archmaster – these are the most experienced players in the Realm, as they have gained the use of all the skills of all the classes in the realms. MP’s: Mana Points – Not important to warriors at low levels, but they become more important as the warrior reaches level 40 and up. Warriors are notorious for gaining MP at a very slow rate until they reach the levels when they can cast spells. MV: Movement – The number of steps a character can take before becoming exausted. Note that different terrain types take different amounts of MV when crossing them. Newbie: Any low level character, whether new to the mud or not. Staymortal: A character that has reached level 40 and has begun to learn the skills of another class. Tank: The leader of the group, and the one that takes the brunt of the enemies attacks.
Warrior Basics:
There are often many warriors on the realm, of all different levels. If you need help with anything, feel free to use the warrior channel to ask questions that all warriors can hear. To use the channel, type ‘wsay <your message>’. To find out who on the realm belongs to the warrior class, type ‘who –c w’, or ‘wsay @’. One of the first things you should do is find the warrior guildmaster in your hometown and go to him to begin practicing your skills. The first skills you should learn are Slashing weapons (includes many of the weapons in the Realm), followed by Kick. After that, at level 2, you gain access to both Bash and Warcry, both of which are good skills to practice. As a warrior, your fighting skills will be greater than those of all the other classes in the Realm. Because of this, warriors are often very good additions to groups that are hunting mobs for experience. Even so, a group of warriors is not as powerful as a more rounded group of adventurers, so if possible, group with the other classes in the realm to help balance your party more. Warriors tend to have more HPs than the other classes, so they make better tanks in groups. As long as they have a good armor class rating, warriors fill this role very well. Because they are often the tanks of a group, it is important that you do find some good armor to help reduce the damage and hit rate of the mobs that you are attacking. Again, if you can find a group with other classes, especially the spell casting mages and clerics, they can cast supportive spells on you so that you fight better and longer. At low levels, warriors should concentrate on killing things in and around towns, or in the newbie playground. Before fighting anything, use the command ‘consider <target> to find out how tough that creature is compared to you. When fighting any type of spellcasting creature, use your bash command to keep it from being able to cast spells on you. There shouldn’t be too many spellcasters in these areas, but as you gain power and explore the realms more, you will come across more and more of them. At mid levels, begin to explore more of the world, and some of the other cities. Al'khandriis residents are good experience, as are some of the guards in other cities. Be aware though, if you start a fight and there are other guards in the room, there is a very good chance that they will join in the fight against you. At the higher levels, you should be able to move to most of the areas in the Realm. Use your Spy skill to check a room before you enter it, and always, always consider a mob before you decide to attack it. When you reach the higher levels, more and more groups will be looking for warriors to join them, because they too are beginning to explore the realm and need some muscle to help them out. After reaching level 40, warriors begin to gain the abilities of other classes. They receive the abilities of the mage next, followed by thief skills at level 60, and finally cleric spells and skills at level 80.
Warrior Skills:
The use of the skills granted a warrior will go far in keeping you alive, and will also help those you fight with stay alive. There are many skills that a warrior can learn, some great, some not so great. The following is a list of the skills that a warrior may practice, and some info on the usefulness of those skills. If you’re not sure exactly what a particular skill does, type ‘help <skill>’ and that should answer your questions.
1 |
kick |
One of the best warrior skills.
Adds some extra damage during a |
1 |
bandage |
A useful skill, though perhaps not
one that needs to be learned |
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1 |
riding |
Not especially useful. There are plenty of other useful skills to |
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1 |
All weapon types |
These are all important skills to
learn, as they will help |
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2 |
bash |
This is a very important skill to
learn. With it, you will
knock your |
2 |
warcry |
Another useful skill, increasing
your combat prowess for a decent |
3 |
rescue |
A very good skill to learn if you
are the tank of your group. Just |
4 |
disarm |
A good skill to learn.
By removing your opponents weapon, you |
8 |
retreat |
A very good skill.
Losing experience is never a good thing, and |
9 |
bare hand attack |
Not especially useful.
Only when you get disarmed or drop |
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10
|
find water |
Both of these skills are only
moderately useful. Ask
someone to help you find a magical carafe.
Although a bit heavy, it will do the job if you drink from it
enough times. Find something
else |
10 |
endurance |
This is a good skill to learn if
you walk everywhere you go. If |
11 |
parry |
Another very good skill to learn.
Anything that reduces the |
12 |
second attack |
Very useful. As parry above, but the opposite – anything that |
13 |
mobile lore |
Fairly useful to learn.
This will give you a good bit of information |
15
|
zone lore |
Very limited in it’s use.
Practice something else. |
15 |
alchemy |
This a useful and fun skill to
learn, but some of the ingredients |
16 |
find trap |
Very handy to have, this will help
keep you from running into |
17 |
throwing |
Fairly useful, with this your
chances of throwing potions and such |
18 |
sneak |
Primarily useful when
participating in some sort of PK (player |
18
|
hide |
Similar to sneak, mostly useful in
PK situations. |
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18 |
item lore |
Moderately useful, although this
won’t reveal the magical |
19 |
track |
Quite useful. Use caution though, as track can lead into a death |
19 |
dodge |
*See Parry above* |
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21 |
spy |
This will give you information
about an adjoining room, provided |
24
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third attack |
*See Second Attack above* |
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25 |
ambidexterity |
Another very useful skill to
learn. Similar to Second and
Third |
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26 |
animal empathy |
Another good skill to practice.
Similar to a ‘Peace’ spell, |
30 |
berserk |
This skill is similar to Warcry in
that it increases the combat |
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*
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critical hit |
This skill is not something that
you can practice anymore. The |
Questions or Comments? Contact Maul on the Realm of Magic.